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Old 01 February 2013, 13:52   #41
BSzili
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If neither 8-bit or 16-bit sound works, then it should not be an endianness issue. The port already works on MorphOS, and there's no problem with the sound. Trying the SDL sound driver might be a good idea, maybe I messed up something.
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Old 01 February 2013, 15:01   #42
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ok thanks, something strange is going on.....I'll carry on looking.

BTW, it lives -> [ Show youtube player ]

It's actually running very nicely considering it's still in debug mode and my new machine isn't even setup properly yet. The Quake 2 engine is meant to have the most advanced software renderer ever written so I guess you'd expect that
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Old 01 February 2013, 15:59   #43
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Yeah, it's actually running at a decent speed for a debug build I wonder how fast will it be without all the particles and dynamic lights. You can also make stippe alpha the default, it's much faster than "real" transparency.
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Old 03 February 2013, 08:23   #44
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[ Show youtube player ]

This is the first non-debug (release build).

Just been playing it on my 1200
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Old 03 February 2013, 08:46   #45
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What kind of spec are you running that on?
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Old 03 February 2013, 09:02   #46
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can you do a vid of you actually moving around mate,or just run the demo.(no not timedemo)
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Old 03 February 2013, 10:02   #47
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can you do a vid of you actually moving around mate,or just run the demo.(no not timedemo)
Yep will do, just let me get the sucker running as fast as I can then I'll do some proper demos
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Old 03 February 2013, 10:03   #48
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What kind of spec are you running that on?
75Mhz Blizz
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Old 09 February 2013, 00:07   #49
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[ Show youtube player ]
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Old 09 February 2013, 00:17   #50
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Great Vid! - On AGA A1200 - unbelievable really...
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Old 09 February 2013, 11:16   #51
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Wow! Never thought I'd see Quake 2 running so well on AGA. Amazing!
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Old 11 February 2013, 20:40   #52
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I think its amazing that this stuff can run on 68k processors and on AGA
I will check out your stuff when I can and want to try out DosBox
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Old 12 February 2013, 10:47   #53
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[ Show youtube player ]

TODO:
  • Get sound working
  • Try and make it a bit faster (may have to reduce resolution to 320x200)
  • Get mouse wheel working for weapon changing
  • Reduce the memory requirements, it currently takes a huge amount of memory to run
  • Some tidy up work needed to the menus

Last edited by NovaCoder; 13 February 2013 at 01:54.
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Old 13 February 2013, 15:58   #54
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Reducing the resolution to 320x200 sounds like a good idea. Then you would have 27% less pixels to render/copy.
By default the engine calculates perspective correct texture coordinates every 16 pixels per scan line. Maybe you could increase it to every 64 pixels, because texture mapping has some slow divisions.
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Old 13 February 2013, 17:20   #55
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Hiya,

It's running pretty well now isn't it

Yep I think I might try 320x200 for the main display and leave the status icons at the bottom (of a 320x240 display).

I've already increased the texture coordinates, that's where most of the speed boost came from

Still having trouble with the sound playback, must be something silly that I've done
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Old 15 February 2013, 02:22   #56
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Why is there never support for expansion pack(s)?
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Old 15 February 2013, 02:32   #57
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Why is there never support for expansion pack(s)?
What do you mean?
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Old 15 February 2013, 03:02   #58
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What do you mean?
Do a search for Quake 2 expansion pack,you will see there are a few out there.

Original Quake expansion packs most already work with no problems.
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Old 15 February 2013, 03:18   #59
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Are you asking why AmiQuake2 doesn't support the expansion packs?

If so, how do you know that it doesn't, I haven't even released it yet
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Old 16 February 2013, 09:53   #60
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Quote:
Originally Posted by NovaCoder View Post
Hiya,

It's running pretty well now isn't it

Yep I think I might try 320x200 for the main display and leave the status icons at the bottom (of a 320x240 display).

I've already increased the texture coordinates, that's where most of the speed boost came from

Still having trouble with the sound playback, must be something silly that I've done
My bad, I didn't know you already did that Another optimization which could help, is subdivision rasterization, and it won't degrade the quality much, because you use low resolution. Check out the D_DrawSubdiv() function in Quake1 sources (d_polyse.c).

Last edited by BSzili; 16 February 2013 at 11:27.
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